Weapon and Armor Proficiency
Archivists are proficient with no armor and with a single Simple weapon.

Level

Feature

Level

Feature

1

Chosen Book 1

11

Extra Spell

2

Dark Secret

12

Lore Mastery

3

Extra Spell

13

Extra Spell

4

Lore Mastery

14

Chosen Book 3

5

Extra Spell

15

Extra Spell

6

Dark Secret

16

Dark Secret

7

Extra Spell

17

Extra Spell

8

Chosen Book 2

18

Lore Mastery

9

Extra Spell

19

Extra Spell

10

Dark Secret

20

Lore Mastery

Spells
An archivist’s spell book – his personal copy of Book of Thoth is his most prized possession. it must be studied for 1 hour every day in order to be able to cast spells.

The rituals are taxing on the memory, but if performed correctly, always produce the desired outcome. this means that anybody who can read the spell book could gain access to its magic. its because of this all spell books are written in hieroglyphics and spells are spoken in Egyptian. as such, an archivist must be able to speak language (Egyptian) to prepare or cast spells. In game terms, this means that anybody who studies this book and gains enough experience can gain a level in this class – they needn’t be ordained by society or the gods themselves.

To prepare or cast a spell, an archivist must also have an intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an archivist’s spell is 10 + the spell level + the archivist’’s int modifier. They can cast spells that are 1/2 of their archivist level rounded up.

Chosen Book
The Archivist chooses one of the books of Thoth. They study the chosen book and gain access to the level zero and level one spell from the chosen book. The archivist can choose a second book at level eight, and a third at level fourteen. In addition, when choosing a book, you gain access to that Book’s Secret.

Extra Spell
The Archivist chooses an additional spell from one of their chosen books. This spell can not be higher than 1/2 their caster level rounded up.

Lore Mastery (Ex)
The first time you gain this ability, the archivist gains a +2 bonus on all Decipher Script checks and on all checks of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed. At 12th, 18th, and 20th level, the archivist can choose an additional Knowledge skill on which to gain the +2 bonus. Each knowledge skill may only be chosen once.

Dark Secret (Ex)
Three times per day, an archivist can draw upon his expansive knowledge of monsters and legends, granting his allies benefits against the creatures they face. Doing this counts as a move action.

An archivist unlocks new dark knowledge abilities as his level increases. Each time he gains this ability, he chooses one of the forms below that he can now use.

Using dark secret requires a Knowledge check of a type appropriate to the creature faced. The pertinent knowledge check is decided by the GM. The DC of the check is 15. Most of the archivist’s dark secret abilities increase in effectiveness if he succeeds on his Knowledge check by 5 or more. Each form of Dark Secret can only be used once against any given creature.

The archivist’s dark secret can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature’s presence, although he need not have a line of sight to it. The effects of dark secret last for 1 minute, unless stated otherwise.

Dark Secret Abilities

Tactics: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus on attack rolls made against them. For example, an archivist confronted by a skeleton who succeeded on his Knowledge (religion) check would grant his allies the attack bonus against all the skeletons they fought in that encounter. If the archivist succeeds on his Knowledge check by 5 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +3.

Puissance: The archivist can use his dark secret to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the archivist gain a +1 bonus on saving throws against the affected creature’s abilities. If the archivist succeeds on his Knowledge check by 5 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +3.

Foe: An archivist can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the archivist succeeds on his Knowledge check by 5 or more, then this bonus increases to 2d6. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to 3d6.

Dread Secret: By speaking aloud a dread secret of the target creature, an archivist can dazzle a target creature for 1 round. Unlike other dark secrets, this ability can be used only against a single creature. If the archivist succeeds on his Knowledge check by 5 or more, then the target is dazed for 1 round. If the archivist succeeds on his Knowledge check by 10 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the archivist can choose to daze the target instead of stunning it).

Foreknowledge: An archivist can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the archivist gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the archivist succeeds on his Knowledge check by 5 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +3.

Culture: An archivist understands the customs of the target. If it succeeds the archivist and his allies gain +1 to charisma based checks against the target. If he succeeds by 5 or more, it becomes +2, and by 10 or more it becomes +3.